Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. Monthly Bushiroad gave us a huge amount of cards to look forward to for G-BT07 so I will try to get through every one of these as well as the cards of the week which all give us a nice idea of what to expect from the next set.

One that I know a lot of people have been looking forward too because it will create a new build for Gear Chronicle is Chronofang Tiger. Chronofang isn’t a strider as some people would have assumed, though he does have a GB2 skill that gives any card in your hand Grade +3 when you are using them as stride fuel, then the cards you used to stride with are sent to your bind zone instead of the drop zone. As well as this, he also has an on-ride skill where you put one card from your hand into the bind zone, then you choose one of your opponent’s rear-guards, they put it into their deck and search for up to one card with 2 less Grades than the unit put into the deck. Seeing as there is a lot of permanent binding of your cards, and although we do get some cards that can work from the bind zone, I would recommend using draw triggers in a Chronofang deck to counter the loss of cards.

Bind Time‘s skill has been officially revealed. He gets the extra 10k and a crit when attacking if you bind one of your units, and your opponent puts one of their units on the bottom of their deck for each card in your bind zone. Though the full skill does require a Counter Blast 2, Soul Blast 1, and a G Persona Blast but if you have a Gear Beast (race) heart then you also Counter Charge 2 and Soul Charge 2. The extra Soul Charge can help you out with rear-guard skills for units such as Steam Fighter, Mesh-he; Steam Scara, Gigi; and Steam Knight, Mudal.

Parallel Barrel Dragon is a Grade 1 Gear Chronicle who’s skill works from the bind zone. You can choose one of your rear-guards to rest and if you do you can call this unit to open rear-guard circle. Your target for the rest could be something you know you will be Time Leaping later that turn making it less of a burden on your part. This card and Mudal make Chronofang’s and Bind Time’s costs less of a disadvantage.

A fairly decent early game Grade 2 is Safety Observing Gear Diver. Though he only has 8000 power, he has a skill with the cost of resting himself and binding a card from your drop zone you can put one of your opponent’s rest rear-guards at the bottom of their deck and Gear Diver cannot stand during its next stand phase. Even with its low power and with it paralysing iteself, getting rid of one of your opponent’s attackers and binding one of your drop zone units is a pretty big buff, especially with Mudal and Parallel Barrel who can come back, and Bind Time who can use your bind zone against your opponent.

Lastly for Gear Chronicle we have Tooth Edge Dracokid, a new forerunner without Generation Break. As an ACT you can put him into the soul and discard a normal unit from your hand, if you do you can look at the top card of the deck, decide to put it on the top or the bottom of your deck, and then draw a card, and give one of your units +5000 power. He could be useful if you are lacking a grade in your hand to help you ride all the way to Grade 3 but people may not use him for the fact that he only has 4000 power, though you probably won’t be using him to boost for long in a match.

Next up is a clan we haven’t seen for a while, Dimension Police. First it would be best to go over this clan’s exclusive keyword which is called “Burst”. Burst activates when your Vanguard has reached a certain amount of power, allowing you to unlock even more potential. Rear-guards can also have Burst, which allows them to bounce off your Vanguard’s power. To start off big I’ll go over their RRR stride, Super Cosmic Hero, X-gallop. When X-gallop attacks, if he has 35000 or more power, his Burst effect activates which allows you to Counter Blast 1 and G blast at Generation Break 2 to gain +1 drive check making him a quadruple drive. Then, if his power is 40000 or greater, all your rear-guards in the front row gain +4000 power for each face-up Super Cosmic Hero, X-gallop in your G zone. Getting him to 35000 power is very easy to achieve if you have a simple 5000 power or greater unit boosting him and giving a +4000 power boost from an effect of one of your units. Getting him to the 40000 will be a little trickier if you are using your forerunner to boost him, however if you were to put a 6000 power or higher booster behind him you would only need to use two power giving skill on him. For just a CB1 and G blast this card is crazy, especially considering you can use him four times. He is not Gallop restricted so I would highly recommend putting him in any power-giving deck (Aka anything that isn’t Zeal).

As for forerunners, you shouldn’t have any trouble replacing this new one for a Grade 1 later in the game as he does go into the soul. Cosmic Hero, Grandhop has a GB1 Burst skill where you can rest him to give your Vanguard +4000 power if your Vanguard has 25000 or more power. If your Vanguard’s power is then 30000 or more, you can put Grandhop into the soul, draw a card, and Counter Charge 1. This is a fairly useful skill as Dimension Police in general don’t have very many Counter Chargers and there are a few cards that only get their skills on-call so the draw will help there too. It could be wise to not put this unit behind your Vanguard and instead put him below a high-powered rear-guard and rest him every turn.

A very useful Grade 2 that Dimension Police are getting in this set is Cosmic Hero, Grandrevolver. He has a once per turn Burst ACT where you may Counter Blast 1 if your Vanguard has 15000 or more power to give one of your rear-guards +4000 power. Then, if your Vanguard has 30000 or more power Grandrevolver will Counter Charge 2 if his attack hits. He really only Counter Charges 1 as the skill itself Counter Blasts 1 but you can choose the unit behind this one to gain the extra power so this unit has a better chance of hitting, or if you had two of this card on the field you could have them give each other power so they both have a better chance of Counter Charging, and if only one hits then at least you didn’t really have to spend any Counter Blasts on the two skill. On top of all of this he has Resist which will prevent him from being targeted by retires and locks.

Great Cosmic Hero, Grandmantle is a very useful backup Grade 3 for Gallop. When he is placed on the Vanguard circle you may Counter Blast 1 and Soul Blast 1 to search the top five cards of your deck for a unit with the Burst ability and add it to your hand. What really makes him good though is his second skill: As a Burst ACT you may Counter Blast 1 and if your Vanguard have 15000 power or greater then this unit gains +4000 power and if your Vanguard has 35000 power or greater, this unit then gives your Vanguard an additional 4000 power. You can only use the second skill once per turn but it does help you reach that glorious 40000 power for X-gallop and let’s not forget the 45000 power needed for X-tiger.

Our inevitable Burst perfect guard is Cosmic Hero, Grandreef. His non-nullifying skill is a once per turn Soul Blast that you can use if your Vanguard is at 30000 or more power and if you do, you can return Grandreef back to your hand at the end of the turn. Then if your Vanguard has 35000 or more power, Grandreef gains +4000 power. I think this is definitely one of the best of the keyword perfect guards as soul isn’t used overly much in Dimension Police and becoming a 10k booster/attack is always nice.

Lastly for Dimension Police we have poor ol’ Enigmans struggling along. This one is a stride, and like the G Guardian, it doesn’t really help Enigmans. Superlight Giant, Enigman Cross Ray has a fairly simple skill, at the beginning of your attack step (so before boosting) if this unit has 30000 or more power you may rest one of your rear-guards and he gains +10000 power. I guess this is used to help with Burst effects but as the Burst skills of rear-guards so far have happened in the main phase, I don’t see how this unit helps much. I guess if your opponent doesn’t have any perfect guards they are going to struggle against this card though.

Kagero get an almost Steam Fighter, Balih clone for Overlords. When this Spherical Lord Dragon is placed on the Vanguard circle you can Counter Blast 2 to search your deck for an Overlord and ride it as stand. Then you can choose this card from the soul and bring it out to a rear-guard circle. His other skill works on the rear-guard circle and when your Grade 4 with Overlord in its name attacks, this unit gains +5000 power. So he becomes a nice little 16k attacker but the Counter Blast 2 for his ride skill may seem a bit costly for Kagero and you’re probably better off just running more Overlords, though he does make for a nice budget option.

Another Kagero Grade 3 is Wyvern Strike, Garugy. He has the Blaze keyword and if he on the Vanguard circle while Blazing then he gains +3000 power until the end of turn, and when he is placed on the Vanguard circle you can CB1 and SB1 to search the top five cards for a unit with Blaze and put it into your hand. He’s not very strong and I feel that Heroic Saga Dragon fills the back-up Grade 3 slot better as I feel they are both there to be the backup of Dragonic Blademaster but I would definitely go with Heroic Saga instead.

A good little trigger that Kagero got is that Stand trigger, Inspire Yell Dragon. As well as having the Blaze keyword he also has a Generation Break skill. With the cost of putting him on the bottom of the deck if your Vanguard is Blazing, you draw a card and give one of your units +5000 power, then shuffle your deck. He seems to work the best in a Dragonic Blademaster deck but as he is a nice little power up as well as a draw and stand in one then he could be fit into a few other decks.

Dragon Knight, Roya is a defensive Grade 1 unit much like Balloon Raccoon. With the Blaze keyword he is also given two skills, one of which allows you to put him in the bind zone after he attacks or boosts. Then with a GB1 skill when he’s in the bind zone, you can put him into the Guardian circle at the beginning of a guard phase and he gains +5000 shield. His power is only 6000 but seeing as he’s more of a defensive unit I’m sure he will still be used in a few decks. Also if you are up against Narukami you can use their binds to your advantage.

Then Dragon Knight, Nadim is our last Kagero unit this week who yet again has Blaze. When this Grade 2 attacks a Vanguard, and if your Vanguard is Blazing, he gains +2000 power, then if you are on GB1 and his attack hits you can Counter Charge 1. He’s a pretty nice card for a clan that uses a lot of Counter Blasts and I can see him being used in many Kagero decks.

Dark Irregulars get some pretty strong cards, the first one being a Grade 2 called Doppel Vampir. At Generation Break 1 and if Doppel is in Darkness (Darkness is the new keyword for Dark Irregulars. It takes effect when a card has been put into the soul during that turn) this unit will gain 5000 power when attacking if you have six or more cards in the soul. Then, if you have fifteen or more cards in the soul, your opponent won’t be able to guard with Grade 0s, making him a very strong Silent Tom. These are pretty easy to achieve, especially with Blade Wing Tibold who can Soul Charge 5 on your first stride and prevent you from decking out.

Enigmatic Assassin is a new Grade 0 with 5000 power but lacks the Forerunner keyword. She has a Darkness skill that works from the soul which you can activate at the beginning of your attack step. This skill allows you to bring her out onto the field from the soul if you have ten or more cards in the soul and she then gains +5000 power. Then if you have fifteen cards in your soul she gains an additional +10000 power, making her a 20000 attacker or booster. She is a very strong unit, however her power up only lasts until the end of the turn, though luckily you can use her with the original Amon to put her back into the soul and then bring her right back out again.

A very useful stride that Dark Irregulars are getting is Mask of Demonic Insanity, Elikries. When he’s in Darkness and he attacks, you Soul Charge 2. Then, if you have six or more cards in your soul when his attack hits, your opponent much choose one of their rear-guards and retire it, and if you have fifteen or more cards in your soul, he gains +1000 power for every card in his soul until the end of that battle. Being able to Soul Charge on-attack is very useful. The main problem with Kisskill was that she would only Soul Charge when the attack hit, and although the draw was nice, Elikries helps a lot more with the set up.

Frosty Steeple is a good back-up Grade 3 for Scharhrot Vampir. He has the fairly common effect of Soul Blasting and Counter Blasting 1 when you ride him to look at the top five cards of the deck in search of one card with the clan’s unique keyword, this one looking for one with Darkness. His other skill is a lot more useful though. When he’s on the Vanguard circle and if he is in Darkness and you are at Generation Break 1, he gains +10000 power when he attacks if you have ten or more cards in your soul, and if you have fifteen or more cards in the soul he prevents your opponent from guarding with Grade 1 or higher units from their hand, making him similar to a Grade 3 version of Gilles de Rais. I would definitely use this guy as a back-up for Scharhrot as they can work together pretty well if you set up with Scharhrot first and then use this guy in the late game.

Nine Break Hustler is the last of the Dark Irregulars with her being another Grade 3 but this time only having 10000 power, yet has a useful skill, similar to the Blade Wing Grade 3s. If you call her to a rear-guard circle at Generation Break 1 you can choose up to two of your units and search for up to three copies of each of them and put those copies into your soul, then she gains +1000 power for each card put into the soul this way until the end of the turn. This is a fairly useful card and can put Dimension Creepers into your soul easily, as well as cards from the Witching Hour series. I’m not sure if she is going to be able to find a place in many Dark Irregular decks but you may choose her as your back-up Grade 3 for Scharhrot if Frosty Steeple isn’t your thing. She could also work in Amon though the Grade 3 spaces are usually taken up by both of the Amons and Astaroth.

Knight of Blooming Sun, Jeffry is a fairly simple but very useful card for Gurguit decks. He’s not Gurguit restricted but he has Unite and Generation Break 1 which gives him the ability to go into the soul at the end of the battle that he boosted to draw a card. Jeffry and Marcia give so much fuel for Gurguit to work with and Jeffry just adds to the defence.

Another Unite unit comes in the form of the Grade 3, Knight of Merciful Light, Bradott. As a once per turn Unite ACT you can Soul Blast 1 to reveal the top card of your deck, then Bradott gains power equal to the power of the revealed card. If the revealed card then has Unite you can call it to an open rear-guard circle. If you go first in the match, this will help you during your first ride as he isn’t slowed down by a Generation Break but he isn’t extremely useful. At least if you superior call Jeffry with his skill it kind of turns into a free draw.

Bururugal is a little Grade 2 powerhouse for Golds. When Bururugal attacks a Vanguard, if he is United then he gains +5000 power until the end of the battle. He’s a nice attacker and I’d recommend running a couple at least as you can get to some pretty high numbers with this card.

One card I’m very interested in is a Grade 2 from Angel Feather, Drive Celestial, Armaiti. He’s normally only at 8000 power but if you have a card in your damage zone with the same name as a card on your Vanguard circle AND you have no rear-guards in your front row, he gains +8000 power and can attack on the back row. As long as you don’t mind not boosting your Vanguard then this card will allow you to attack four times without any abilities standing your rear-guards. You could use him with Ramiel “Reverse“ because if you lock the front row rear-guards then they technically aren’t there and Armaiti still gets his buff.

Angel Feather also get a new keyword named “Rescue”. Rescue used when a skill involves healing one of the cards from your damage zone and taking the top card of your deck and putting it into the damage zone. What makes Rescue useful is triggers are active during this damage so you can still get extra benefits by getting Criticals, Heals, Draws, and Stands during Rescue. To give you an idea of how this works in a skill we have Treatment Nurse. Her skill is shown with a “Rescue-1” at the beginning of it, indicating that one day we will get cards that can rescue more than one, and if Treatment Nurse’s attack hits at a Generation Break 1 you can heal a card and damage yourself. You’d mainly want to damage yourself during the main phase as that’s when you will be able to give the power ups from the Rescuing but at least if you get a Stand trigger you can stand her right back up again. Requiem Pegasus is a Grade 3 who has the same effect but also gives another units +2000. Healing Palace is probably a better Grade 3 back-up but if you’re going for a heavily Rescue deck then Requiem Pegasus is the way forward.

Doctoroid Remunon is a new Perfect Guard that activates its second skill if you have another copy of her face up in the damage zone, and if you do you can Rescue one card. It would be pretty good to put this in a Nociel deck and you can often switch cards from your hand with cards in your damage zone, making it so you can prepare for this card’s effect and then get it back into your hand when you’re in a pinch.

Angel Feather also get a new Forerunner. Black Report, Ridwan has a Generation Break skill that you can activate when a card is put from your damage zone into the drop zone. If this does happen then you can put Ridwan into the soul and choose one of your rear-guards and give it +4000 power. Then if that card was put into the drop zone by a Rescue ability, you may call that Rescued unit to a rear-guard circle. This a pretty nice superior caller and is a good way to promote the new keyword. Black Candle, Azrail may still seem like a good choice for some decks but Ridwan does not require a Counter Blast.

As well as all of this, Bushi also revealed all the box topper promos that we are getting in G-BT07. There are a few reprints such as Coolgal; Medical Bomber Nurse; Dragonic Burnout; and Thunderbolt Shockwave Colossus. However, there are also two new cards! The first one is for Dimension Police, Cosmic Hero, Grandlady. She is a 7000 power Grade 1 and when she is on a rear-guard circle you can rest her as an ACT to give your Vanguard +4000 power. Then if your Vanguard has the Burst keyword you can choose one of your rear-guards and give that +4000 power too. She’s very nice if you want to save on Counter Blasts and you are not losing too much power if you have strode X-Gallop as you will still be able to give power to a rear-guard she may be behind.

Dark Irregulars’s box topper is Eccentric Dissector. He is an extremely useful card, especially for the new Darkness keyword. At the beginning of your main phase he allows you to Soul Charge 1. You don’t have to if you don’t need it which helps you a little with decking out purposes but if you had more than one of the rear-guard circle it would definitely help you reach your soul goal.

And last but not least we have one card from the next Bermuda Triangle clan booster, Garland Blossom, Ayna. She has Harmony and a Generation Break 1 skill that gives all units in the same row as her Harmony if she is in Harmony. Then, as a non-Generation Break ACT you may Counter Blast 1 and rest her to give all units in the same column as her +5000 power. This does mean that she will also get the +5000 power but until we see the rest of the cards in the set it will be hard to say whether it will be easy to stand her back up or not.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. The Fighter’s Collection 2016 cards are almost at an end and we only have five G Guardians to have revealed to us after today. We have also had a trickle of G-BT07 Gold Paladin units units spoiled this week.

Before I go into the G-BT07 Gold Paladins, there is one promo Gold Paladin to show. Knight of Morning Day, Edadus is a Grade 1 who gains +2000 power when he is United. He is actually surprisingly useful as he doesn’t need to attack for the +2000, so he is a possible 9k booster. Along with Knight of New Sun, Catillus you can make a 21k column. Not only that, but unlike Catillus, Edadus does not have GB1 so you could rush your opponent early game and get in some extra damage.

One of the new G-BT07 Gold Paladins is Dawngal, a pretty interesting Grade 3. He only has 10000 power but when he’s placed on rear-guard circle he gains the ability to boost until the end of that turn. This would work well for cards like Wolf Fang Liberator, Garmore who has the potential to call five units from the top of your deck. I’ve seen this version Garmore used a few times and the person using him usually calls more Grade 2s and Grade 3s than necessary who would usually not be able to boost, but at least you could throw Dawngal behind one of the Grade 2s now, and if you have an 11k Grade 3 or 2 in from of him then your opponent will need to start using 15k shields to block that column. Dawngal also has a GB1 Unite skill where he gains +5000 shield and intercept. Using him up like this is a good way to keep a rear-guard space free for other units and free from lock, and when against heavy retiring clans like Kagero this at least lets you retire him for a purpose that helps you.

Holy Mage, Connor is another units with good defensive capabilities. He’s a Grade 1 with 6000 power and when he is placed on the guardian circle you can Soul Blast 1 to give him +5000 shield, or when he’s placed on the rear-guard circle you can pay the same cost to give him +5000 power until the end of the turn. The blocking skill helps when using Gurguit‘s GB2 skill but the Soul Blast becomes a bit costly with Gurguit’s SB1 and CB1. So long as Golds get a lot of Soul Charging in the next set this card will be fine, but for now it can seem costly in the long run.

The only other Gold Paladin so far shown for G-BT07 is Scarface Lion, a Critical trigger. This unit has the usual effect of working with the G boss of the clan. When your unit with Gurguit in its name attacks, Scarface goes into the soul and you give Gurguit +5000 power and draw a card.

Onto the Fighter’s Collection cards we have Murakumo’s Ambush Demon Stealth Fiend, Hogen Wing. When he is placed on the guardian circle you can choose one of your Grade 1 or greater rear-guards and find another copy of it from your deck and place it on the guardian circle. Then at the end of the battle phase when the cloned card would be put into the drop zone, you put it on the bottom of your deck instead. You can use the standard perfect guards with this skill, though to do so you would need to already have a perfect guard in the rear-guard which isn’t usually advisable. Even if you did put a perfect guard on the rear-guard circle, you could always get it back into your deck by cloning it with Yasuie‘s skill and then using Homura Raider to put all three copies into the deck. This could be foretelling the future of Murakumo’s defensive skills as we may get more units like Emissary Crow that have cloning abilities that activate on the guardian circle.

Carrying on with the Japanese-theme, Jinx Stealth Hermit, Abudataishi is the G Guardian for Nubatama. If your opponent has six or less cards in their hand then Abudataishi gains +5000 shield. This kind of condition is not hard to achieve with Nubatama if using cards like Shiranui, Dreadmaster, and Gedatsurakan. Brave decks will suffer a lot against this unit unless they get a lot of end-of-turn drawing in the future.

Nova Grappler’s Righteous Superhuman, Blue Prison gets +5000 shield when you have more or equal damage to your opponent. It doesn’t seem very Nova Grappler-ish and I’m sure if you told someone about this ability they would think it was just some Cray Elemental, but with the new Rush keyword they definitely focus more on offence than defence. This will probably seem like an “okay” card to use in any of the older Nova Grappler decks but it’s generally an easy condition to meet so it shouldn’t cause too much of a problem.

Another G Guardian that is easy to beef up to 20k is Selene Medley, Nadja, a Bermuda Triangle unit. When she hits the GC you can reveal a card from your hand and if you have a unit on your field with the same grade as the revealed card then she gets +5000 shield. Duos help a lot with this skill, especially with cards like Duo Gorgeous Lady, Kazuha, Duo Lovely Devil, Vepar, and Duo Mini Heart, Rhone who have the potential to search your deck for cards and put them into your hand.

Kagero get Flame Emperor Dragon King, Asile Orb Dragon who gets his +5000 shield when your opponent has four or less rear-guards. This works great against Shadow Paladin, Tachikaze, Murakumo, Nubatama, Magia, Hollow, and many other decks, though doesn’t do so well against Kagero’s natural enemy, Royal Paladin.

Lastly we have a promo for Bermuda Triangle, Wonder Frill, Nanoka. Nanoka is a Grade 2 with 9000 power and Harmony and if her attack hits and she is in Harmony then you can Counter Charge 1, and if you do you may bounce her into your hand. This unit would make a nice rear-guard for a Riviere deck or a Lauris deck as both Riviere and Lauris can give +10000 power to a column, giving this unit a better chance at hitting, and as Riviere has a high Counter Blast, the Counter Charge this card gives will prove especially useful.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week we have a bunch more G Guardians for several clans with two being Cray Elementals.

Dark Element, Dysmel is one of the Cray Elemental G Guardians. She has Resist which makes her a strong unit against Dimension Police, as well as that, when she guards you can choose one of your rear-guards and that unit cannot be hit and they gain the effects of resist, which will help you against Kagero, Narukami, and Link Joker. This can help out Royal Paladins if you play on G Guarding more than once in a turn because you will be able to use this to protect a Grade 2 for Laserguard Dragon‘s skill to give you a bigger shield. Another little trick with her, this time if you’re using a Glendios deck, is if your opponent is coming in for a crazy amount of power and crits, use Dysmel to stop one of your Reverse units from getting hit, then use Taboo Star-vader, Rubidium‘s effect to make the attack go to that Reverse unit and the attack becomes nullified.

The other Cray Elemental is Metal Element, Scryew. When this unit is placed on GC you can discard a card from your hand and Scryew will gain +10000 shield. This will prove useful for decks that use many draw triggers as you can discard a 10k shield and a 5k shield to gain a 25k shield. Even if you discard another 10k shield that can help if you are against cards that will prevent you guarding from your hand like Dark Dragon, Phantom Blaster “Diablo” and Blue Storm Marine General, Despina.

For Great Nature we have Immortality Professor, Kundalini. When he is placed on the GC you can choose one of your rear-guards to gain an ability that has them retired at the end of the turn to Counter Charge 1. If you give the rear-guard this skill then Kundalini gains +5000 shield. The great thing is you can then intercept with the chosen unit as it doesn’t need to be retired to get the extra shield. You could also use Stamp Sea Otter to avoid any of your rear-guards being retired from the effect, though then you wouldn’t get the Counter Charge. Or you could use Balloon Raccoon to ensure having a big shield the next turn too.

Tachikaze get Iron Armor Chancellor, Dimor Phalanx. If you have less rear-guards than your opponent then this unit gains +5000 shield. This won’t do so well if you are using Ancient Dragons as they have a bit of a habit to bring their guys back from the drop zone but with the new G deck it works very well. There are some decks that this may fall a bit short against, such as Shadow Paladins, Murakumo, and G Pale Moon. Though against most match-ups this card should be able to get his extra shield.

Shadow Paladin’s Dark Knight, Ludwik allows for your rear-guards that wouldn’t normally be able to intercept to go into the GC. When he is placed on the GC you may choose one of your Grade 1 or less rear-guards and put it into the GC along with it. Ludwik does not gain any extra shield but can get you an additional 5000 shield, 10000 shield, or perfect guard (As long as you are using the old PGs) from his skill. This doesn’t really help with Witches apart from to use it with Goewin if you superior call her with Lir, but apart from that Witches would do better with the Cray Elementals for now.

Continuing through the United Sanctuary we have the Angel Feather unit, Holy Seraph, Orifiel. She is a sort of limit break G Guardian that only gets the +5000 shield if you have four or more damage. It’s simple but you may want some Cray Elementals in there for early game or if you’re using Holy Seraph, Raphael and Dreamlight Unicorn.

Finally Narukami with their very G-themed G Guardian, Lightning King Spirit Emperor, Vritra. He has a Thunderstrike 1 (Your opponent must have one card in their bind zone) that you must fulfill in order to get his +5000 shield. Luckily you can use this in many decks thanks to Voltage Horn but if you don’t have room for that then you probably won’t be using this in a non-G deck.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week is a bit of an odd one as all the new cards shown have been the new G Guardians from Fighter’s Collection 2016.

If you don’t know what a G Guardian is, they are a new form of G unit that have 15000 shield. They are brought out by discarding a Heal trigger in your guard step to bring them out from the G zone into the Guardian circle, then afterwards they go face-up into the G zone. You can’t have more than four face-up G Guardians in your G zone at a time. You can call multiple G Guardians into the Guardian circle at once (Providing you pay all their costs) as well as bringing out cards from the hand to guard as well. From what we have seen so far most of them gain +5000 shield while meeting conditions, so more often than not they will be a 20000 shield. Another benefit to these cards is that it gets past the ruling for “Your opponent can’t call cards from hand to (GC)” because you are bringing it from the G zone, this will help people a lot against things like Chronojet Dragon and Phantom Blaster “Diablo”. One last thing to note is that due to this new form of G unit the G zone has now been expanded and you can have up to sixteen cards in your G zone. Now that we’ve gone through the rules, let’s get to the actual cards.

Gear Chronicle’s G Guardian was originally a Heal trigger that I’m sure most Gear Chronicle players will recognise, Retroactive Time Maiden, Uluru. When Uluru is placed on the GC you may put a normal unit and trigger unit from your drop zone to the bottom of your deck. If you did put two back in your deck then she gains +5000 shield. This is a great way to get Heal triggers back into your deck, and with Time Leap you’ll be able to shuffle deck, giving you a better chance to get those triggers again. Using Thunderbolt Shockwave Colossus will even allow you to turn Uluru face-down, while Uluru lets you put the heals back for even more G guarding!

Royal Paladin’s G Guardian is a little less useful with Holy Dragon, Laserguard Dragon‘s skill just needing a Grade 2 on your field for him to get the +5000 shield, though Royal Paladin do already have some pretty good guarders with Kymbelinus, Hudiplus, and Scouting Owl. Laserguard does work well in most Royal Paladin decks but less so than most in a Sanctuary Guard deck that mostly relies on Grade 1s, though this doesn’t matter too much seeing as Sanctuary Guard decks are usually very fast and aggressive. I can only assume this was meant for modern Altmile decks with all the Grade 2 love in them but works well with all sorts like Jewel Knights, Blaster, and Alfred decks.

Next up we have a new Dark Irregulars succubus, Fake Dark Wings, Agrat bat Mahlat. When Agrat bat Mahlat is placed on GC you must Soul Charge 2 and if your soul has six or more cards in it then she gains her +5000 shield. Having another way to Soul Charge in a Dark Irregulars deck is always handy and works great with the Blade Wings. The only problem with a G Guardian in Dark Irregulars is with only being allowed four Heal triggers you may find yourself Soul Charging a lot of them, so you may not want to have four of this girl in your G zone. However, if you are using this a Blade Wing deck then at least you have Blade Wing Sullivan; Wings of Annihilation, Blade Wing Tibold; and soon Wings of Reincarnation, Blade Wing Reijy to get cards from your soul back into your deck.

Sacred Heaven Prayer Master, Reia is the Gold Paladin G Guardian and similar to Laserguard, her condition is a bit more simple than others. When she blocks, if you have two or more rear-guards then she gains +5000 shield. This can be a bit troublesome against Narukami, Kagero, or even Link Joker but it isn’t hard for Golds to do this kind of thing against any other deck, considering you just cover your field in whatever you can with Gold Paladins. Golds will be getting more support in the next main set so let’s hope they get something a bit more exciting then. GR G Guardian Gurguit please!

Link Joker’s Death Star-vader, Demon Maxwell has a very misleading name as his skill works so much better with Messiahs than Star-vaders. When Demon Maxwell is placed on GC you can lock one of your rear-guards in the back row and gain +5000 shield. This is a very good start for Messiahs to pull off their combos but with every other Link Joker deck it’s just… meh. It kind of hinders you but if you’re using this in a Glendios deck then you’re not really aiming for high power, just to lock your opponent down, so this may still prove useful for that.

And following the misleading name convention we have Dimension Police’s Enigman Patriot who doesn’t have any Enigman specific skills. It’s not too bad this time around, at least you can use it properly in an Enigman deck. When your opponent is attacking with 20000 or more power than Patriot gets her +5000 shield. This means you’ll always be able to pull this off if your opponent has strode on that turn. This is not as good in a Zeal deck as Zeals usually lower your opponent’s power but considering her name is “Patriot” you can’t expect her to work too well with the villains, and like with Gold Paladins, Dimension Police will get some more support in the next main set so we can expect some more G Guardians for them there.

Neo Nectar’s new dragon, Sacred Tree Dragon, Rain Breath Dragon, proves to be a very powerful defense. When he hits the GC you may put a card from your hand onto the field and it gains Resist, if you do place a card down then Rain Breath gets +5000 shield. If you wish, you could then intercept with the new unit (If it has intercept that is) and it wouldn’t be able to be retired by cards like Super Dimensional Robo, Daikaiser thanks to the Resist, and also helps with things like Kagero and Narukami.

Lastly we have a promo G Guardian that is believed to be coming out as a box topper for Fighter’s Collection 2016. This promo is a Cray Elemental, Light Element, Agleam. When Agleam guards you don’t gain any more shield but you do get to draw a card, which could be a 10k shield that would allow you to guard more than the average G Guardian but it could also be a Grade 3 that doesn’t have any shield. I would recommend using this when you know it’s all you have to guard with because that way, even if it is a Grade 3, that’s going to help you on your turn and you may be lucky enough to draw something like a Perfect guard. If you are using situational G Guardians like the Royal Paladin and Gold Paladin ones then it would be good to run at least one or two of Agleam.

Well that’s everything for this week. What do you guys think of the new G Guardians? Are you glad that you can now have sixteen G units or do you think it’s too much? Be sure to tell me your thoughts in the comments. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. With the G-BT06 spoils out the way things have mellowed down a little and this week we have some Legend Deck cards and Fighter’s Collection 2016 cards, as well as a few promos!

First of all let’s start off with some familiar faces, well, these not-so-familiar faces because they’ve become dragons, because Bushi. Tahr is one of these newly turned dragons with his new form being Spear of Flame Dragon, Tahr. As an ACT on the rear-guard circle you can CB1 and SB1 to give another unit +4000 power and when that unit attacks a vanguard it lets you look at the top five cards from the top of your deck to search for a Grade 3 or higher Flame Dragon from among them and puts it into your hand. Also having a GB1 means you can’t rely on this card if you get Grade Locked but does help Dragonic Overlord “The X” and Supreme Heavenly Emperor Dragon, Dragonic Overlord “the Ace” drop from hand extra Dragonic Overlords to fulfill their skills. Due to you being able to search for a Grade higher than 3 you can also use this skill to have a better chance of getting Transcendence Dragon, Dragonic Nouvelle Vague though you may not be using Nouvelle Vague in a stride-heavy deck so the GB1 may cause a problem.

Next we have another oldy with Armor of Flame Dragon, Bahr (The race of Bahr and Tahr is still ‘Demon’ so why are they dragons!?). With another GB1 unit, Bahr can intercept for 15k shield with the cost of putting a Flame Dragon from your drop zone to the bottom of you deck. This is another great card to have with the previously mentioned Overlords, allowing to recycle the cards you dropped for the skill.

Nouvelle Vague gets a new form, still Grade 4 but this time as a stride! Transcendence Divine Dragon, Nouvelle Vague L’Express has a GB2, CB1, and a G Persona Unit to get the Glory skill of not allowing your opponent to guard with Grade 1s or higher, preventing your opponent from perfect guarding. The second part of the skill stops your opponent’s sixth card’s trigger from activating, eliminating all hope of getting the miracle heal. This a truly amazing card as long as you don’t value friendship.

To get L’Express to even higher power to make that Glory skill more important we have Dragon Partner, Monica who is a 7000 power Grade 1 who gains 3000 power when boosting a Flame Dragon and if you are at GB1. At first this may not seem like much but it will put L’Express to 36000 power and that will make a lot of difference when your opponent can only guard with Grade 0s.

So in this deck we have the teacher (Overlord), the bully (Nouvelle Vague), and of course we have to have the weird kid in the corner that no one talks about (Amber Dragon). Yes Amber Dragons are back and the new card, Amber Dragon, Midnight, lacks actual Amber Dragon support (Sorry guys), instead he will just be used as a supporting Grade 3. With a GB1 and CB1 when Midnight is placed on a rear-guard circle you can retire a Grade 1 or less your opponent controls. This is a little underwhelming and will most likely be replaced by one of the Overlords but it’s a nice little backup for budget decks.

Now on to Fighter’s Collection with so Mega love… I mean Colony love… not sure which one sounds worse… Anyway! Wild Strike Mutant Deity, Struggle Dipper is a great new Megacolony stride who gives three of your units +1000 power for each of your opponent’s rested units with a CB1 and a G Blast. This is a nice first stride and will even give you the GB2 you need for Darkface‘s skill and with being able to put three units up by +6000 power turns your units into nice early beat sticks. Still not quite Regalie’s kind of power and you have to rely more on how your opponent sets things up but it may scare your opponent into using less attacks then they can actually use.

Spike Bros get an extremely useful stride with Superheavy Tank, Tiger Centurion that allows all your units to go into the Charging state with just a simple CB1! As well as putting as many as your Charge units into the Charging state as you like you can also give any units without Charge +2000 power until the end of the turn making it good in both new and old decks.

Gold Paladins get a couple of new promos, a stride and a forerunner. The stride is Golden Dragon, Rising Shine Dragon (Rise ‘n’ Shine.. I see what you did there, Bushi! Get it? Because Golds have morning related names now. I’ll leave..) which gives you the option to CB1 and G Blast on-hit to look at the top three cards and put up to two of them onto the rear-guard circles. This really helps with the new Gold Paladin keyword but I’ll go into that in a minute. The G Blast makes the cost seem a bit steep for an on-hit ability like his but it will put Gurguit at his GB2 which is a really good skill so it at least helps with that.

So with Knight of Early Morning, Koel we get our first glimpse at Gold’s new keyword, Unite. So Unite takes effect when two or more of your units were called to rear-guard circle or guardian circle in the same turn. When Koel is United, as an ACT and with a GB1 he can go into the soul which allows you to look at the top three cards of the deck and you put up to one of those three onto the rear-guard circle and that unit gets +2000 power. This seems like a better option to Rising Lionet but there is a chance that the extra power Lionet gives you would benefit you a lot.

Lastly we have a couple more promos. The first one is Sword Master Mimic for Granblue. When Sword Master is placed on a rear-guard circle from the drop zone he gets +3000 power until the end of turn, and if he’s Hollowed then you can give another unit +3000 power. This works great with Raceruler for being able to give both side columns a nice boost all around.

The second promo is the Royal Paladin, Sonicgal. This little pup has a GB1 and Brave ability. At the end of the turn, if he is Brave, then you can retire him to Counter Charge 2 and draw a card. This works well for Hope Keeper seeing as she could get to be using up a lot of your Counter Blasts but I’m not sure how strict Brave deck’s Grade 1 line up will be so the usefulness of this card is hard to say at this point.

That’s all for this week. I’m enjoying that the Fighter’s Collection cards are a little more flexible this time around though I do think it was also good with supporting older decks so hopefully we will see a little of both. The Kagero deck is shaping up to be something truly nasty and I can imagine that a lot of the cards in it will be very popular with tournaments and hopefully new players too. I hope there was something revealed this week that interested you and be sure to check in again next week for the next weekly update.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguar

Welcome again to the weekly Vanguard update. This week we have some Royal, Shadow, and Grablue reveals, as well as some extra stuff for later sets but I’ll talk about them as we go.

People have been waiting a long time for the Shadow Paladins to get their versions of Blaster Rapier and Blaster Axe that were shown in the manga and we finally get them along with Blaster Dagger who people have also been longing to see.

I will start with Blaster Rapier who’s skill takes effect on both the Vanguard and rear-guard circles. When her attack hits a Vanguard you can Counter Blast 1 with Blaster in its name to superior call one Grade 1 or less from the deck. This is a great card to ride seeing as a lot of people tend to take the attack from your Grade 2 Vanguard to save cards in their hand for later game, so this gives you a chance to fill out your field early.

Another Grade 2 Blaster is Blaster Axe who, unfortunately, does not have a skill so he is only a 10k vanilla but it’s useful to have him to have a better chance of filling up the soul with Blasters for Gust Blaster Dragon.

Lastly we have the young lad, Blaster Dagger. This 6k Grade 1 may not be the best choice if you’re going for the Gust Blaster build but may be better for a Phantom Blaster build. When he boosts another Blaster you can Soul Blast a Blaster card to have the boosted unit get a total of +11000 power.

Whirlwind of Darkness, Vortimer “Diablo” had a skill that specified a certain unit, and now that unit has been revealed to us! Dark Dragon, Spectral Blaster “Diablo” is the new “Diablo” stride who, with a Soul Blast, G Blast (Flipping any G unit face-up), and retiring one of your units, gets an ability to superior call one Grade 1 from your deck if you have a “Diablo” heart and another ability that allows you to re-stand at the end of his battle if you Counter Blast 2, retire two of your rear-guards, and are on a Generation Break of 3, though he loses two drives of his Triple Drive. With Whirlwind of Darkness, Vortimer “Diablo” it shouldn’t be too hard to get the cards you need to retire and with Kahedin and Hoel it continues to make the retiring and Counter Blasting much more bearable.

Blaster support and “Diablo” support.. what more could Shadow Paladins get in this set? Oh wait! There’s also some Claret Sword support and with G boss support comes Glimmer Breath clones. Graymyu is most closely related to Benizel in terms of skill. When he is placed on the Vanguard or rear-guard circle, if you have a Claret Sword Vanguard, then you may Counter Blast and Soul Blast to superior call a Grade 1 from your deck, then Graymyu gets +2000 power. This may seem a little underwhelming compared to the other clones but he is only a common making him very easy to get a hold of.

The second of the Claret Sword support is Abyss Summoner, a Grade 1 who gains +3000 power every time one of your other units is retired due to an effect of one of your unit’s abilities, though only if you have a Claret Sword Vanguard. His usefulness doesn’t stop there. As well as the power boost, you also Counter Charge and Soul Charge 1 when those units are retired.

Now we go onto the path of nostalgia with some of the new Royal Paladin cards. I’ll start with everyone’s favourite pink dog, Flogal who, despite originally only being a stand trigger with no additional abilities, left quite an impact on many players. Her new for, Floral Paladin, Flogal, is now a critical trigger who also has the power of a stand. When Blaster Blade attacks, at the end of his battle you may Counter Blast 1 with Flogal’s skill to stand up a Blaster Blade on a rear-guard circle and afterwards you must put Flogal back into the deck and shuffle.

As well as Flogal there is also a new Grade 1 version of Barcgal named Blaster Friend, Barcgal. Whenever Blaster Blade is placed in the same column as Barcgal, if you have a Blaster Vanguard then you Counter Charge 1. This will really help to nullify Flogal’s cost as well as essentially being able to half Blaster Blade’s on-call ability.

Favorite Disciple of Light and Darkness, Llew is the last of the nostalgic trio. When he is boosted by either the new Flogal or Barcgal then he gets an extra +3000 power for the battle. He also gets an ability to Counter Blast 1 and put him into the soul after the battle that he attacked a Vanguard to superior call a Grade 2 Blaster from the deck and that new unit gets +3000 power for the turn.

Lastly for Royal Paladin is the new Brave perfect guard, Hope Keeper. When Hope Keeper is placed on a rear-guard circle and is Brave she gains +2000 power making her an 8k booster, also at the end of the turn you can Counter Blast 1 to return her to your hand. This is a bit of an awkward card to use but it can make for a good final push and if everything goes wrong then you still have a perfect guard to use next turn.

Onto Granblue we have the Glimmer Breath clone who is extremely useful for Nightrose. When Witch Doctor of Languor, Negrolazy is placed on a rear-guard circle you can Counter Blast 1 and Soul Blast 1 with a Generation Break 1 to call a Grade 2 or less from the drop zone that doesn’t share the same name as Negrolazy and Negrolazy gains +2000 power. If Negrolazy is also Hollowed then when we would retire due to Hollow you can Counter Charge and Soul Charge 1, essentially nullifying the cost of the superior call.

A great unit to call with Negrolazy would be Witch Doctor of the Bone Powder, Negrobone. With a GB1 at the end of the battle that Negrobone boosted a rear-guard you can Counter Blast 1 and retire that unit to put any card with Hollow from your drop zone onto a rear-guard circle. You need a Nightrose Vanguard but having this boost Ruin Shade until you have the right cards in your drop zone can be a good way to get extra attacks and get things out like Negrolazy to bring even more units out.

We also get an upgrade from Gust Jinn with the new perfect guard G, Tornado Jinn. This is the non-Hollow version of the perfect guard G so it will give you a Counter Charge and Soul Charge as long as there is another version of him in the drop zone which can help with the new high-cost units like Mist Phantasm Pirate King, Nightrose.

There is one last card to talk about for this set which is a little Grade 1 Cray Elemental. Due to problems G decks have had when they’re against people stalling on Grade 2 (Ripples have shown to be a truly fierce threat with this kind of strategy) it leaves G decks basically a deck full on vanillas… well Air Elemental, Twittern is here to help out all those G decks. If you have no face up cards in your G zone and you are on Grade 3 with your opponent not placing any card on their Vanguard circle in their previous turn then you can rest Twitterun and put him face-up in your G zone and gives you a draw. This gives you the GB1 you need to stopping your deck from becoming a big vanilla-y mess. This won’t give you a permanent GB boost because when your opponent rides a Grade 3 you must put Twitterun into the drop zone but it won’t matter at that point because you’ll finally be able to stride!

A couple of the Fighter’s Collection 2016 cards have already been revealed. The first one being Super Cosmic Hero, X-phoenix. When X-phoenix has 35000 power or more and his attack doesn’t hit, you may Counter Blast 1 to draw a card. This doesn’t seem like much but it’s very easy to get him to that power level and getting card advantage on your first stride isn’t bad. He’s not the greatest stride in the world but it may be good to run one as a backup. It could be good if you know your opponent has a perfect guard in hand, that way you’re not losing out too much when it doesn’t hit.

The Narukami stride is Conquering Supreme Dragon, Voltech Zapper Dragon. When you have a Thunderstike of 3 and Voltech attacks he gains +10000 power and the ability to Counter Blast 1 at the end of the battle to force your opponent to retire one of their rear-guards for every two cards in their bind zone and bind the newly retired cards. This definitely seems to be the better stride of the two shown cards but whether their rarities are the same has yet to be shown.

That is all for this week’s reveals. Hopefully there was some support that you have been eager for, perhaps the Blasters or “Diablo”, or maybe you were more interested in the amazing new Granblue cards. They are shaping up to be a powerful clan indeed, but we are sure to see some more great cards next week!

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome again to the weekly Vanguard update. We finished off all the Technical Booster cards last week so now it’s time to look deeper into the future with the next booster set, G Booster 6 Transcension of Blade and Blossom.

Neo Nectar are the first up with their new Grade 3, Centaurea Flower Maiden, Ihnes. This lady shows us once again the power of Bloom with her ability allowing you to get some extra shield in preparation for your opponent’s next turn. When Inhes’ Bloom is triggered (By having another copy of her landing on a rear-guard circle) it gives all the other copies of her the ability to go to the bottom of the deck then look at the top five cards for one with Bloom and put it into your hand. Now if you want the Bloom cards in your hand a little earlier then you also get a chance to get one when you ride her; When she hits the Vanguard circle you can CB1 and SB1 to look at the top five again and search for a Bloom to put in your hand. Ihnes is a really good support Grade 3 for Ahsha and even has potential to be the main boss in a lower budget Neo Nectar deck. Though maybe people will just want her for her beautiful artwork.

Neos also get a nice perfect guard. Remember all the Technical bros getting the G perfect guard and the special G perfect guard with the extra abilities? Well it seems that’s going to be a thing with all clans now. Neo Nectar get Cherry Blossom Blizzard Maiden, Lilga who has the Bloom keyword, making her a great target for Ihnes to put to the hand. Lilga’s Bloom costs a CB1 but with that it allows you to put all of the cards with the same name into the hand. This gives you a nice opportunity to use Lilga offensively until something better comes along and then pop her back in the hand for a quick defend. This works so well with Ihnes that you could easily of had all your perfect guards in your hand at some point. If you quickly swap your Vanguard to Ahsha and are using Early-flowering Maiden, Pia that will allow you to put the perfect guards back into your deck, allowing for more perfect guard searching!

We have a similar card to Ihnes for Royal Paladin with Model Knight, Orhan. Similar to Ihnes, when he is placed on the Vanguard circle you can CB1 and SB1 to search your top five cards for a card with Brave and put it into your hand. His other ability is very different to Ihnes’s though. With a GB1 and if his Brave is active (Meaning you need to have three or less cards in your hand for it to be active) he gives the whole front row +3000 power which may not seem like much but that is even in your opponent’s turn so the more he’s attacked the harder it will be to hit him. This will work great against Aqua Force with their continuous yet weak attacks. As well as Ihnes I feel you can make a budget deck with Orhan as your boss if you were looking for a more defensive Royal Paladin deck.

If you are going for the Altmile build though then you might want Counterattack Knight, Slayman. This trusty Grade 2 has a GB1 skill that allows you to CB1 and drop a card from hand when attacking to search your deck for a Grade 2 and bring it onto the field with an extra +2000 power. He doesn’t eat up the soul like Benizel and doesn’t need to be boosted like Knight of Twin Sword but he does need Altmile as the Vanguard and dropping a card for it may seem questionable, but wait! His skills don’t end there. He also has the GB1 Brave ability that gives him an extra +3000 power as long as Altmile is your Vanguard and like Orhan’s skill it even works on your opponent’s turn, which will annoy your opponent when they thought the only unit they would be able to hit is your 9k rear-guard. They’ll be dreading Slayman by the end of the game.

“But Brave is such an awkward condition to meet” I hear you screaming, well luckily there is a solution for this, meet your new favourite G Royal Paladin! Knight of Power Charge! His 6000 power may put a few people off but you can retire him through an ACT to choose any amount of cards in your hand and put them into the bind zone face down. Retiring him and not being able to easily superior call him is a bit of a bother but if you have ten cards in your hand and you want to activate your Brave skills then he’ll be your best friend.

Rush is a new keyword given to the Nova Grapplers, a clan we haven’t seen for a while. Rush activates once the unit restands due to an effect of a different card. The first card to show off this keyword is the Grade 1, Kumah the Destroyer. When Kumah’s Rush is active he gains +5000 power so he doesn’t have a super-mega-ultra crazy skill but with the other G Novas already giving around 5000 power then he can get extremely strong with standing him up a lot in battle.

To accompany him is the Grade 2, Master Kungfu. Master Kungfu has an on-hit Rush skill which gives you the option to CB1 when his attack hits to stand up another unit and give it +5000 power. You might want to target another Master Kungfu with this to keep an onslaught of attacks coming your opponent’s way or give it to Kumah for a +10000 boost of power.

Pale Moon are getting a new stride by the name of One Who Tells the Demise, Mephisto. If you flip faceup another G unit (Editor’s Note – G-Blast!) then all your units gain +1000 power for each faceup card in your G zone called One Who Tells the Demise, Mephisto. Then for every two faceup cards in your G zone you can call one unit onto a rear-guard circle and give it +5000 power and at the end of the turn it goes back into the soul. Mephisto is an extremely strong finisher with bringing out new units with the potential of having an extra +8000 power as well as Intensely Spicy Clown getting more more power for each unit brought out plus Intensely Sweet Clown who gains another +5000 when brought out from the soul.

Acrobat Bear will help you with getting the cards you need into the soul. With a vaguely Gold Paladin-y skill, this little Grade 1 has you search the top three cards of your deck when placed on the rear-guard circle. The search is to put any one of the three cards into your soul and put the rest to the bottom of your deck. He does need a GB1 so he won’t be used in every deck but he is good at what he does.

Crescent Moon Juggler is a Glimmer Breath clone that allows you to Magia one card and give that unit and Moon Juggler +2000 power until the end of turn. Like all Glimmer Breath clones it costs a CB1 and SB1 with a GB1. Luckily you can use him multiple times if you were to use other cards to Magia him out of the soul.

Lastly for G-BT04 we have the Granblue card Disappear-running Zombie. When he’s placed on a read-guard circle, with a GB1 and if he’s Hollow, then you can search your deck for a card and put it into the drop zone. If he is not Hollow then you just take the top card of your deck and put it in the drop zone. This is such a good ability for Granblue, being able to be so precise with what you are putting into the drop zone.

That isn’t the end of Granblue as a whole for this week though. A couple of trial deck cards appeared, Witch Doctor of the Corrosion Sea, Negrorook and Underling Pirate Skeleton, who are a Grade 2 and 1 with the same ability. These two get +2000 power when there is a GB1 and if they are Hollowed they gain another +5000 power, making them much stronger than the average clan’s version of them.

As an additional note, Daigo will be getting a new set giving more support to the Sanctuary Guard archetype. Sanctuary Guard Dragon and Sanctuary Guard Regalie will be getting reprints as well as Sanctuary Guard Arc finally becoming a card (Previously only shown in the anime). There will also be a new arrival with Sanctuary Guard Imperial who is a new stride for the archetype.

That’s all for this week. Be sure to check in next week for more G-BT05 cards and hopefully some Legend Deck cards!

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome once again to the weekly Vanguard update. Once again more Technical Booster cards have been spoiled along with an announcement for the next Legend deck. The clan who’s had the most love this week is Nubatama.

Like Spike Brothers, Nubatama also get two perfect guards, Stealth Rogue of Veils, Kurenai who is the standard Counter Charger and Stealth Beast, Aramatatabi who doesn’t get to Counter Charge but gets additional skills. Aramatatabi has the Afterimage keyword so she can go back into your hand at the end of turn if your opponent puts a bound card into their hand and you have six or less cards in your hand. As well as that she can also allow you to Soul Blast 1 with a GB1, when you have another copy of her in the drop zone, and when she boosts to force your opponent to retire a card in their bind zone. People may struggle to decide which PG to use but I think it all depends how badly you need those Counter Blasts, if you have a heavy Counter Blast deck then it may be best to go with Kurenai but Aramatatabi is definitely a strong unit that you’ll want to use if you have the chance.

There is also a new forerunner named Stealth Rogue of Cold Wintry Wind, Kamojigusa though full details of this card are unknown. All we know so far is that it has afterimage and the chance to retire a card in your opponent’s bind zone.

Lastly we have the RRR stride for Nubas, Rikudo Stealth Rogue, Atagolord. When Atagolord attacks, with a GB2, CB1, and G Persona Blast your opponent binds a card from their hand and if the number of cards in their hand is three or less he gains a crit. This is a pretty simple skill compared to a lot of the other Nubas but it is useful, the pressure will definitely help for late when you bring out Rikudo Stealth Dragon, Tsukumorakan.

Tachikaze also got their special PG with Barrier Dragon, Styracolord. Unfortunately the whole skill hasn’t been revealed though it seems to have the engorge keyword and when it becomes engorged it gains +5000 power it goes back into your hand, making it a highly defensive and offensive unit. I think Styracolord is the best one out of the three with the sheer power it brings and retiring your own units isn’t a big deal for Tachis because there’s a good chance you’ll just get that unit back onto the field anyway.

The GR for Spike Brothers is the very deadly Great Villain, Dirty Picaro. Picaro can be very strong though it’s probably best not to rely completely on him. When he attacks you can CB2, flip any face-down G unit face-up, and put a card from your hand into your soul to search your deck for card(s) up to the same amount of face-up cards in your G-zone and call them to the field. Giving you the possibility to refresh your whole field mid-battle phase with any cards in your deck is an astonishing ability. It would also allow you to have a whole field of charging rear-guards, though that would leave you with an empty field at the end of it. The biggest problem Picaro has is that he can only be used effectively late game and a CB2 with Spike Brothers is going to be harder to pull off with their heavy Counter Blasting. He is still a solid unit though and a great back-up if everything goes wrong. I would suggest every Spike Brothers deck should have at least one of this if you can get a hold of one.

Frog Raider is a new Grade 1 to help “Rising“. He has a GB1 and when a unit with the charge ability is placed in the same column as him allowing him to really help with the new Spike Brothers by standing up several times throughout the game to give constant boosts. A great card for Frog Raider is Heave Wheeze. When Heave Wheeze is charging he gains +10000 power. These two together can easily get to 26k and with Dirty Picaro you can easily bring out Coe Ho to both side columns allowing for some extremely strong attacks towards you opponent.

A few promos have been shown and Maiden of Sweet Berry for Neo Nectar is one of them. This little 6k Grade 1 has a GB1 ACT that allows you to choose one of your rear-guards and clone it with no Counter Blasts or Soul Blasts. Once you have cloned the rear-guard you have to put Sweet Berry into your deck and shuffle. This is a useful backup but not necessary, two of this card may be enough in most Neo Nectar decks.

Chrono Dran will be getting a reprint as a promo with a golden hot stamp. Another hot-stamped promo is Knight of Early Morning, Koel the Gold Paladin Grade 0. His skill has yet to be revealed but I feel he will be a forerunner who works well alongside Gurguit due to the title of Koel.

Well… the second Legend Deck has finally been revealed. Last time we had Ren Suzugamori’s Shadow Paladins… but this time… it’s Kagero’s time to shine!

Ol’ Dragonic Overlord is back as Dragonic Overlord “The Legend”. His and many other’s skills have yet to be revealed but we were also shown a few more familiar faces in their new forms of Lizard Hero, Undeux; Berserk Lord Dragon; Dragon Partner, Monica; and Armor of Flame Dragon, Bahr as well as the art of what looks like a new form of Nouvelle Vague as a stride.

There is one card that has had his skill revealed though and that’s Emperor Dragon Knight, Nehalem. If you have a Vanguard with “Overlord” in the name then Nehalem gets +2000 power making him an 11k Grade 2, but when your Grade 4 Vanguard attacks then he gains another +5000 power. Using this with Dragonic Overlord “the Ace” can give Nehalem a boost of +12000 in total making him 21k on his own.

We will hopefully be seeing more of this new Legend Deck in the near future, named G Legend Deck 2: The Overlord blaze “Toshiki Kai” in the Japanese version. If you miss your old Kagero buds you may want to pick one of these up and I’m sure it will be just as good, if not better, than the first Legend Deck.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome once again to the weekly Vanguard update. This week we get to see some Technical Booster fun along with a bunch of promos so be prepared for a lot of Technical goodness.

I’ll start off with the newly shown R stride for Nubatama. Rikudo Stealth Dragon, Zaramerakan seems to be a rather more complex version of Rikudo Stealth Dragon, Gedatsurakan that works more with the new Afterimage keyword. When Zaramerakan’s attack hits you choose one card from your opponent’s hand and bind it and if you have three or more rear-guards with the Afterimage keyword then your opponent chooses a card from their bind zone and retires it. Not being able to choose which card to retire is a bummer but it at least allows you to put a card in the bind zone beforehand which Gedatsurakan didn’t let you do. Gedatsurakan would still be best for older Nuba builds though Zaramerkan works great in the new G decks.

Speaking of units with Afterimage, Stealth Rogue of the Mirror Moon, Tsubakuro is a new unit that specialises in defending though thanks to the Afterimage skill you can attack with him and then defend next turn. His skill is simple and with a GB1 that gives him +5000 shield making him a 10k guarder. The downside is that he’s a 6k Grade 1 so even when on the offence he won’t be doing much damage.

Another Afterimage unit is Stealth Dragon, Onibidoushi, a stand trigger that can either go back into your deck or into your hand. When he is placed on a rear-guard circle with a GB1 you can draw a card and put him back onto the top of your deck and give another unit +3000 power until the end of turn. It’s nice for the extra card though getting rid of a 10k shield like that can be risky. This card id yet another way for people to screw over my SP Witches…

On to Tachikaze we have the Amber clone Blade Dragon, Jigsawsaurus. There is a slight difference compared to most Amber clones and that is as well as the GB1 and CB1 you also have to retire one of your own units, if you do you can also retire one of your opponent’s and this unit gets +5000 power, as well as that he also allows you to draw a card if his attack hits a Vanguard. Thanks to the new Grade 3 Emperor Dragon, Gaiaemperor you can easily get that retired card back onto the field, reactivating on-call abilities and allowing you to rearrange your field.

You could combine Jigsawsaurus with the new Freeze Dragon, Freezernics who makes the best use of being retired. When he is retired, if you have a Gaia Vanguard, you can Counter Charge 1 and Soul Charge 1 and give another unit +2000 power.

When Beam Dragon, Apatomaser is placed on rear-guard circle you may CB1 and SB1 if you have a Vanguard with Gaia in the name and Apatomaser gets +2000 and when he attacks, if he is engorged, he gets +5000 power and you draw an extra card. There seems to be a lot of drawing considering you can easily get these units back as soon as they’re put in the drop zone. This may eliminate any need for Draw triggers in G Tachikaze.

Savage Guardian is the new G Perfect Guard. It’s nice to see the Savages again and the Counter Charge will really help Tachikaze. Along with the new Perfect Guard we also get the Heart Thump Worker clone Cannon Fire Dragon, Parasalauncher who works with Gaia.

Spike Brothers have been shown to have two Perfect Guards, the standard G Perfect Guard, Kissmark, Alma and one without the Counter Charge but with additional skills, Untouchable, Milly. Milly has the charge ability to put into the hand from your rear-guard circle if her attack hits a Vanguard. This works great alongside the new Grade 3, Exceptional Expertise, Rising Nova, who will allow you to bring her out from the deck and give her +5000 power for an 11k attack without boost.

When Axe Diver is placed on rear-guard you may CB1 and SB1 and when you have a Vanguard with Rising in the name you bind one of your own rear-guards and then call it back onto a rear-guard circle. This is great for getting your units to charge and if your unit is then charging it gets +5000 power until the end of turn. This can be superior called by units like Rising Nova in the middle of the battle phase to then essentially stand another unit back up and allow it to charge.

For promos there’s a big mix of things including a few much needed reprints. Whether these cards are going to be released in English or not is not yet known.

The first new promo is Tickaway Dragon for Gear Chronicle. This is a very interesting Grade 1 that puts a card from your drop zone on the bottom of your deck when one of your other rear-guards in placed on the rear-guard circle due to a Time Leap effect. This will prevent you from decking out and allows you to put those all-important triggers and Perfect Guards back into your deck.

Tachikaze get a very simple booster with Savage Foxy. When she boosts if you have less rear-guards than your opponent, she boosts for an extra 2000 power, making her a 9k booster. Along with this Nubatama also get a booster that is a 6k Grade 1 that gets +4000 power when boosting a Vanguard with a GB1.

The last new promo is Chocolatier Ronne, a Bermuda Triangle Grade 1 who has a very Bermuda-y effect. When she is bounced back into the hand you can CB1 and SB1 to draw a card.

Welcome once again to the weekly Vanguard update! We have got some exciting new Fighter’s Collection cards shown this week. Luckily this week’s update will be a lot shorter than last week’s four-parter but the reveals are just as good, if not better.

Seeing as Oracle Think Tank have had such bad luck with a lot of people finding the Susanoo support somewhat underwhelming it’s only right that they get some buff units to balance it out, and the best buff unit to get the job done is this young lady, Floral Witch Master, MiMi. Yes, the Oracle Think Tank Witches are back and better than ever! MiMi is a stride that comes in the next Fighter’s Collection and when she is placed on the Vanguard circle you may discard a card with “Witch” in it’s card name from your hand and if you have a “Witch” heart your opponent has to make the decision to either discard two cards from their hand or take one point of damage with all trigger effects of that check nullified. Due to this not needing a flip you can use her four times in a game and there are no restrictions on how much damage your opponent must be on so this skill can be the finishing blow. Your opponent will most likely have two or more cards in their hand at the time you use this but they may feel they can prevent more damage by keeping the cards in their hand so it’s a nice way to whittle them down. To ensure you have Witches in your hand while still keeping a stable field it may be wise to use Emerald Witch, Lala who can recycle your hand and Little Witch, LuLu for the extra draw.

In case you’re struggling to claw your way towards a Scarlet Witch, CoCo this set has you covered for another Grade 3 OTT Witch. Rose Red Witch, CuCu is an 11k Grade 3 who can work both on the Vanguard circle and rear-guard circle. When she is placed on either of the before mentioned circles, if you have a Witch Vanguard, and you have one or less cards in your soul you may Counter Blast 1 to draw two cards and discard one card from your hand. This allows for a bigger chance of having Witches in your hand for MiMi’s skill. This will also give more defensive options in the long run to have an 11k Grade 3 which OTT Witches did not have before, though luckily we do now have Light Elemental, Peaker so you can get CoCo to the same defensive power as CuCu. What they really need now is some more Grade 1 and 2 Witches, though with such support people might call out “Overpowered!” but I personally think these Witches are really cool and deserve more support after all this time.

Pacifica gets more support in this set with Friend of the Sun, Malucca. Malucca’s ability is extremely useful for the new Pacifica stride, Twinkle Happiness☆Pacifica. When Malucca is returned to the hand from the rear-guard circle and you have a Pacifica Vanguard you may search your deck for a Pacifica card and put it into your hand. You may then reveal three Pacifica cards from your hand with different names to Counter Charge 1, Soul Charge 1, and give another unit +5000 power. Combining this with Twinkle Happiness☆Pacifica makes it extremely easy for Pacifica to gain the extra critical by making it a lot more consistent to have those three Pacificas in hand.

From cute mermaid idols to giant flame dragons of death, we have some Seal Dragon support for Kagero with Helldeity Seal Dragon, Crossorigin. Crossorigin has the ACT ability with the cost of Counter Blast 1 and turn any G unit face-up and for every face-up Crossorigin choose one of your opponent’s rear-guards and retire it, then for each rear-guard retired your opponent reveals the top four cards of their deck and chooses a Grade 2 from among them and calls it to an open rear-guard circle and then if your opponent has two or more Grade 2s Crossorigin gains +1 critical. This is a great, consistent unit for Seal Dragons and making it so your opponent has to call the units to open rear-guard circles is a nice touch. As we can see from the clans who had their two cards shown, the two cards a clan gets will work well together and are helping a certain build so we can expect another Seal Dragon unit.

Sword Physical Liberator, Magnus is a nice Grade 2 for Gold Paladin’s Bluish Flame Liberators. When Magnus is placed on a rear-guard circle from the deck and you have two or more cards with “Liberator” in their name on the Vanguard circle (Meaning you could have a Liberator legion, strode over a Liberator legion with a non-Liberator, or even strode over a single Liberator with a Liberator stride.) then you can look at the top three cards of your deck and search for one card with “Liberator” in it’s name to call to a rear-guard circle and put the rest at the bottom of your deck. If you called a Bluish Flame unit you may then put it into your hand. This allows you to have a better chance of using Prominence Glare‘s ability to drop a Bluish Flame to gain +1 critical and prevent your opponent from perfect guarding, and using Holy Flame‘s skill will give you a bigger chance of bringing Magnus out.

A new Shadow Paladin Witch has been shown, Witch of Intelligence, Dehtail. When Dehtail is placed on rear-guard and you have two or more cards with Witch in their original name on the Vanguard circle (This works the same as Magnus’s condition) then you can choose an opponent’s rear-guard circle that is occupied by a rear-guard and your opponent reveals the top five cards of their deck and searches for a Grade 0 from among them to call to that circle. As an SP Witch player I can say from experience how amazing this card really is going to be. The biggest worry with the new stride, Witch Queen of Transfiguration, Sinclair, was that your opponent wouldn’t have enough Grade 0s to activate her skill but this helps to pull it off and it’s a nice addition to have a rear-guard Witch who has a wider range of your opponent’s cards to work with to get those Grade 0s on the field. I will definitely be running this card but the Grade 2 slots in Witch decks are already very tight so watch out for what you take out for this card.

We have now had official announcements for G Trial Deck 8: Vampire Princess of the Hades Hour and G Booster Set 6: Transcension of Blade and Blossom. We have two cards officially confirmed for the Trial Deck and those are the Grade 3 Night Mist Vampire Princess, Nightrose (who can be seen to the left of the Trial Deck’s poster) and a reprint of a beloved critical trigger for Granblue, Rough Seas Banshee, with alternate art. This is a very exciting time for Granblue and I’m enjoying all this support for previously highly unsupported clans.

For the next Booster Set (Transcension of Blade and Blossom ) Royal Paladin, Shadow Paladin, Nova Grappler, Pale Moon, Granblue, and Neo Nectar are all getting additional support as well as some Cray Elemental cards. So far not much has been revealed about this new set. What we do know however is it will contain Secret Packs (Booster packs containing five Secret Rares) which will include reprints of Blaster Dark Revenger “Abyss”; Revenger, Phantom Blaster Dragon “Abyss”; Blue Sky Knight, Altmile; Ranunculus Flower Maiden, Ahsha; and lastly Exxtreme Battler, Victor. There are two new units for G-BT06 that have had their names and pictures revealed, these are the new versions of Altmile and Ahsha, Transcending the Heavens, Altmile and Ranunculus in Glorious Bloom, Ahsha.

We also have the name revealed for a new Granblue stride, Mist Phantasm Pirate King, Nightrose and the pictures (but no names) for a Shadow Paladin dragon and a Nova Grappler Raizer Legion.

Lastly we just have a couple of promos. The first one is a Grade 1 Royal Paladin, Transition Sage, Lyron. When he is placed on a rear-guard circle you may Soul Blast 2 to draw a card. This is the second card that has this ability for Royal Paladin (The first one being Knight of Reform, Ladinas) though the previous one was also a promo so this may have just been made to give people another chance of getting this kind of card. A big hand size is always nice but with a Soul Blast 2 in modern Royal Paladin decks it may seem like a very big cost to pay unless you have a lot of cards to fill the soul back up.

The second promo is for Link Joker. When Star-vader, Mulepton is placed on the rear-guard circle and your opponent has at least one locked card you may Counter Blast 2 to choose an opponent’s rear-guard circle and they must choose a card from their hand to place on that circle and locked. This will mostly be helping for Chaos Breaker decks and now that there is an efficient Counter Charger in the form of Confusion Star-vader, Zinc this card may see some play despite it’s high Counter Blast cost.

Well, this concludes this week’s update. The reveals this week have been very exciting a contain a lot of really cool and useful cards (But maybe I’m just saying this because of SP Witch support) and I hope the reveals stay just as exciting for next week well we’ll most likely see more Fighter’s Collection and hopefully some Granblue cards for the upcoming G-TD08 and G-BT06. Thank you for joining us this week and don’t forget to join us again next week for the cards revealed in the next seven days.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard